1,325 research outputs found

    Reachability in Higher-Order-Counters

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    Higher-order counter automata (\HOCS) can be either seen as a restriction of higher-order pushdown automata (\HOPS) to a unary stack alphabet, or as an extension of counter automata to higher levels. We distinguish two principal kinds of \HOCS: those that can test whether the topmost counter value is zero and those which cannot. We show that control-state reachability for level kk \HOCS with 00-test is complete for \mbox{(k−2)(k-2)}-fold exponential space; leaving out the 00-test leads to completeness for \mbox{(k−2)(k-2)}-fold exponential time. Restricting \HOCS (without 00-test) to level 22, we prove that global (forward or backward) reachability analysis is \PTIME-complete. This enhances the known result for pushdown systems which are subsumed by level 22 \HOCS without 00-test. We transfer our results to the formal language setting. Assuming that \PTIME \subsetneq \PSPACE \subsetneq \mathbf{EXPTIME}, we apply proof ideas of Engelfriet and conclude that the hierarchies of languages of \HOPS and of \HOCS form strictly interleaving hierarchies. Interestingly, Engelfriet's constructions also allow to conclude immediately that the hierarchy of collapsible pushdown languages is strict level-by-level due to the existing complexity results for reachability on collapsible pushdown graphs. This answers an open question independently asked by Parys and by Kobayashi.Comment: Version with Full Proofs of a paper that appears at MFCS 201

    Unary Pushdown Automata and Straight-Line Programs

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    We consider decision problems for deterministic pushdown automata over a unary alphabet (udpda, for short). Udpda are a simple computation model that accept exactly the unary regular languages, but can be exponentially more succinct than finite-state automata. We complete the complexity landscape for udpda by showing that emptiness (and thus universality) is P-hard, equivalence and compressed membership problems are P-complete, and inclusion is coNP-complete. Our upper bounds are based on a translation theorem between udpda and straight-line programs over the binary alphabet (SLPs). We show that the characteristic sequence of any udpda can be represented as a pair of SLPs---one for the prefix, one for the lasso---that have size linear in the size of the udpda and can be computed in polynomial time. Hence, decision problems on udpda are reduced to decision problems on SLPs. Conversely, any SLP can be converted in logarithmic space into a udpda, and this forms the basis for our lower bound proofs. We show coNP-hardness of the ordered matching problem for SLPs, from which we derive coNP-hardness for inclusion. In addition, we complete the complexity landscape for unary nondeterministic pushdown automata by showing that the universality problem is Π2P\Pi_2 \mathrm P-hard, using a new class of integer expressions. Our techniques have applications beyond udpda. We show that our results imply Π2P\Pi_2 \mathrm P-completeness for a natural fragment of Presburger arithmetic and coNP lower bounds for compressed matching problems with one-character wildcards

    Visibly Linear Dynamic Logic

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    We introduce Visibly Linear Dynamic Logic (VLDL), which extends Linear Temporal Logic (LTL) by temporal operators that are guarded by visibly pushdown languages over finite words. In VLDL one can, e.g., express that a function resets a variable to its original value after its execution, even in the presence of an unbounded number of intermediate recursive calls. We prove that VLDL describes exactly the ω\omega-visibly pushdown languages. Thus it is strictly more expressive than LTL and able to express recursive properties of programs with unbounded call stacks. The main technical contribution of this work is a translation of VLDL into ω\omega-visibly pushdown automata of exponential size via one-way alternating jumping automata. This translation yields exponential-time algorithms for satisfiability, validity, and model checking. We also show that visibly pushdown games with VLDL winning conditions are solvable in triply-exponential time. We prove all these problems to be complete for their respective complexity classes.Comment: 25 Page

    Memoization for Unary Logic Programming: Characterizing PTIME

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    We give a characterization of deterministic polynomial time computation based on an algebraic structure called the resolution semiring, whose elements can be understood as logic programs or sets of rewriting rules over first-order terms. More precisely, we study the restriction of this framework to terms (and logic programs, rewriting rules) using only unary symbols. We prove it is complete for polynomial time computation, using an encoding of pushdown automata. We then introduce an algebraic counterpart of the memoization technique in order to show its PTIME soundness. We finally relate our approach and complexity results to complexity of logic programming. As an application of our techniques, we show a PTIME-completeness result for a class of logic programming queries which use only unary function symbols.Comment: Soumis {\`a} LICS 201

    Model Checking Probabilistic Pushdown Automata

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    We consider the model checking problem for probabilistic pushdown automata (pPDA) and properties expressible in various probabilistic logics. We start with properties that can be formulated as instances of a generalized random walk problem. We prove that both qualitative and quantitative model checking for this class of properties and pPDA is decidable. Then we show that model checking for the qualitative fragment of the logic PCTL and pPDA is also decidable. Moreover, we develop an error-tolerant model checking algorithm for PCTL and the subclass of stateless pPDA. Finally, we consider the class of omega-regular properties and show that both qualitative and quantitative model checking for pPDA is decidable

    Formats of Winning Strategies for Six Types of Pushdown Games

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    The solution of parity games over pushdown graphs (Walukiewicz '96) was the first step towards an effective theory of infinite-state games. It was shown that winning strategies for pushdown games can be implemented again as pushdown automata. We continue this study and investigate the connection between game presentations and winning strategies in altogether six cases of game arenas, among them realtime pushdown systems, visibly pushdown systems, and counter systems. In four cases we show by a uniform proof method that we obtain strategies implementable by the same type of pushdown machine as given in the game arena. We prove that for the two remaining cases this correspondence fails. In the conclusion we address the question of an abstract criterion that explains the results
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